RT Journal Article
SR Electronic
T1 Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
JF Pediatrics
JO Pediatrics
FD American Academy of Pediatrics
SP e319
OP e329
DO 10.1542/peds.2010-1353
VO 127
IS 2
A1 Gentile, Douglas A.
A1 Choo, Hyekyung
A1 Liau, Albert
A1 Sim, Timothy
A1 Li, Dongdong
A1 Fung, Daniel
A1 Khoo, Angeline
YR 2011
UL http://pediatrics.aappublications.org/content/127/2/e319.abstract
AB OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers.METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance.RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming.CONCLUSION: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.